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Game: BROADSIDES & BORADING PARTIES Pub: Milton Bradley (1984) Page 1: Rules summary
v1
Apr 2011
Print on card (ensure you are printing at 100% scale) laminate and trim to size.
REmOVE CaRDs
After resolving your 3 plotting cards, both players remove the cards from the board and return them to their hand. Both players continue plotting their ships moves by playing 3 cards at a time. When the ships move within one dot of each other, the ships are within ring range. Cannon re can occur after any of the 3 cards have been turned over.
For each mast that is removed (the main mast must be hit twice), you must use a Damaged Mast and/or Hull card in place of one of your plotting cards on all subsequent turns. If you are forced to play 3 Damaged Mast and/or Hull cards, you can still re, but cant move. You may wish to surrender the game. Hull Damage: When one of your hull sections is hit, place a damage marker on the deck next to the section. When one of your hull sections on the same side is hit a second time, place a second damage marker on top of the rst. A third hit to a hull section has no effect. Two hits represent irreparable damage: you must use a Damaged Mast and/or Hull card in place of one of your plotting cards in the same way as for a removed mast. If you are forced to play 3 Damaged Mast and/or Hull cards due to hull damage, your ship sinks and you lose the game. Loss of Your Captain: Remove your Captain from the ship. You may nish turning over your plotting cards for that round, but you cannot play any next round. You can, however, re your cannons, if your opponent is in range. At the end of that round, replace your Captain by switching the gure with any one of your surviving crewmembers.
If you collide into the other ships bow or stern, place the ships as follows: You (black ship) collide with opponents (white ship) bow. You (black ship) collide with opponents (white ship) stern. Final Volley Before boarding, exchange a last round of cannon re. Only the cannons facing your opponent can re. Mast and hull damage are ignored. Each player then rolls a die: the highest roller may board rst.
SETUP
Each player does the following: Choose a large ship (the light brown ship is The Royal Isabella, the dark brown is The Seahawk) and place it on the side of the board to your left. Then choose a small ship and place it on the large black starting circle on your side of the board. Take 10 cannons and place them on the deck sections of your ship where cannon ports appear along the hull (B3, B5, C3, C5, D3, D5, E3, E5, F3, and F5). Take 20 crewmembers of the same color as your small ship and place one on either side of each cannon. Remaining crewmembers can be placed on any section of the ship. Finally, take a Captain and place it on any section of the ship. Take a handful of damage markers, 15 cards (3 each of Remain in Place, Move Forward, Turn Starboard, Turn Port, and Damaged Mast and/or Hull), and a die (either the red or the white).
CaNNON FIRE
Which Cannons Can Fire Each ship has 5 cannons per side: 2 forward, 1 midship, and 2 aft. Regardless of the position of the enemy ship, if one of the front diagonal lines intersects it, your 2 forward cannons can re. If the centre line intersects it, it is a broadside, and all 5 cannons on the side of your ship facing the enemy can re. If one of the rear diagonal lines intersects it, your 2 aft cannons can re. If either the bow or the stern of your ship faces the enemy, you cannot re. Resolving Cannon Fire You can only re active cannons (those on board when the battle begins), and those on the side of the ship facing your enemy. Cannon re is simultaneous; if one of your cannons is hit, you will still be able to re it on your turn. Choose a player to roll rst. For each cannon the player can re, the player declares any deck section (A-H) on the opponents ship, then rolls a die to hit a target in that section. The number you roll indicates which target(s), if any, you cannon re hits. Roll Target Hit 1 2 3 4 5 6 Always a miss. Hull damage. All targets in the 3 position of the section. Hits a mast if the section is A, C, G or H. All targets in the 5 position of the section. Always a miss.
HaND-TO-HaND cOmbaT
When any of your crewmembers move onto a section occupied by enemy crewmembers, you must engage them in hand-to-hand combat. All combat is conducted after your 3 movements are nished. Crewmembers may not retreat from combat. Each player rolls a die: the higher number eliminates an opposing crewmember. Each time you roll, if you have 1 more crewmember than your opponent in the section, you add +1 to your roll; if you have 2 more crewmembers, add +2. If your Captain is in the combat, add +1 to your roll. He cannot be eliminated until all other crewmembers in that section have been eliminated. The combat continues until all the crewmembers of one side have been eliminated.
If your Captain and/or additional crewmembers occupy the hit section, they are also targets. Once the rst player has resolved all of his cannon re, the other player res. Effects of Cannon Fire Cannon and Crew Loss: All cannons and crewmembers hit are immediately removed from the deck. Active cannons are also removed, but remember you can still roll for them when your turn to re comes. Mast Damage or Loss: A mast hit is removed from the ship. The main mast (C4) must be hit twice to be removed (remove the top part when it is rst hit).
A B C
If you are stationery and your opponent collides into your left side, place the ships as follows:
A B C